Professional Documents
Culture Documents
This army list is everything you need to create a Dark Elves army for
Warthrone.
For details about how to create an army for Warthrone, see page 39 of
the Warthrone rulebook.
As an alternative to making pen and paper army lists, you can use
Army Throne; a web browser based application designed to create and
print your Warthrone armies quickly and easily.
You can access Army Throne at:
http://www.avatars-of-war.com/army-throne/
Commanders
Heroes
Regular troops
Elite troops
Special troops
War machines
Creatures and monsters
At most 15%
At most 15%
At least 20%
No limit
No limit
No limit
No limit
Commanders
Naga Queen
Mov
8
Ag
3+
St
3+
Mi
3+
Com
3+
At
7@3+
Def
5+
Sh
4+
Arm
-1
OD
2
Val
4
SPECIAL RULES
Causes fear (PSI. Penalty to enemy morale checks in combat.
To be charged by the enemy they must obtain at least two successes on the charge order)
Bloodbath (Enemies in combat check morale with a penalty)
Saving throw (3+)
Hypnotic Movement (PSY. Enemies shooting at this unit suffer a penalty to Sh)
Page 1 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
177 pts.
Page 2 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
Mov
5
Ag
3+
St
4+
Mi
3+
Com
2+
At
Def Sh
4@3+ 6+/5+ 3+
Arm
1
OD
3
Val
5
SPECIAL RULES
Saving throw (3+)
Inspiring Presence (PSY. Units within 8" gain the "Tenatious" rule and may use this
model's Com when using the "Hold your position!" rule. )
Grand strategist (Add one to your roll for the turn initiative)
General (If in the army, this unit must be the general)
Hatred of Light Elves (This unit hates all Light Elf units)
Imbued with Magic (When executing and supporting orders, you may use up to two
magic dice for each sorcerer in dispel range as if they were extra order dice. You must
announce that these magic dice are being used as order dice. If the sorcerer has not
generated any magic dice yet, he may do so now.
Magic dice used thsi way are removed as normal)
Obsidian blades (Penetrates shields. Penetrates armor)
MOUNT
For 25 pts. can mount a Banir steed (
Mov Ag St Mi Com At
Def Sh Arm
10
3+ 6+ 5+ 5+
5+
5+ 6+ -1
Light cavalry (Bonus to Def for the rider. This unit may pursue/sweeping advance twice in
the same combat phase. +1OD for Movement orders and Change formation orders. Evade
enemy fire) Light barding (Arm -1) Base size 25x50)
For 35 pts. can mount a Banir Warhorse (
Mov Ag St Mi Com At
Def Sh Arm
9
4+ 5+ 5+ 5+
4+
5+ 6+ 0
Heavy Cavalry (Bonus to rider's Def. This unit may pursue/sweeping advance twice in the
same combat phase. Each complete row counts as two. Break the enemy formation when
you make a furious charge and your momentum is greater than the momentum of the target
of the charge) Heavy Barding (Arm 0) Base size 25x50
)
SPELLS
For 20 pts. can master the spell
Cone of Cold (Place the large teardrop template in contact with the sorcerer. Any miniature
touched by the template must pass a Def check with ONE penalty or suffer one wound)
For 15 pts. can master the spell
Magic missile (One enemy unit in LoS and up to 15" away suffers ONEd6 hits at St5+)
Page 3 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
282 pts.
Mov
5
Ag
3+
St
3+
Mi
4+
Com
3+
At
Def Sh
4@2+ 6+/5+ 3+
Arm
0
OD
2
Val
3
SPECIAL RULES
Saving throw (3+)
Hatred of Light Elves (This unit hates all Light Elf units)
Obsidian blades (Penetrates shields. Penetrates armor)
MOUNT
For 20 pts. can mount a Banir Warhorse (
Mov Ag St Mi Com At
Def Sh Arm
9
4+ 5+ 5+ 5+
4+
5+ 6+ 0
Heavy Cavalry (Bonus to rider's Def. This unit may pursue/sweeping advance twice in the
same combat phase. Each complete row counts as two. Break the enemy formation when
you make a furious charge and your momentum is greater than the momentum of the target
of the charge) Heavy Barding (Arm 0) Base size 25x50
)
Page 4 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
88 pts.
Mov
5
Ag
3+
St
4+
Mi
4+
Com
3+
At
Def Sh
3@3+ 6+/5+ 3+
Arm
0
OD
3
Val
4
SPECIAL RULES
Saving throw (3+)
Hatred of Light Elves (This unit hates all Light Elf units)
Obsidian blades (Penetrates shields. Penetrates armor)
For 15 pts. can have the special rule Imbued with Magic (When executing and supporting
orders, you may use up to two magic dice for each sorcerer in dispel range as if they were
extra order dice. You must announce that these magic dice are being used as order dice. If
the sorcerer has not generated any magic dice yet, he may do so now.
Magic dice used thsi way are removed as normal)
MOUNT
For 15 pts. can mount a Banir steed (
Mov Ag St Mi Com At
Def Sh Arm
10
3+ 6+ 5+ 5+
5+
5+ 6+ -1
Light cavalry (Bonus to Def for the rider. This unit may pursue/sweeping advance twice in
the same combat phase. +1OD for Movement orders and Change formation orders. Evade
enemy fire) Light barding (Arm -1) Base size 25x50)
SPELLS
For 10 pts. can master the spell
Magic missile (One enemy unit in LoS and up to 15" away suffers ONEd6 hits at St5+)
Page 5 of 24
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Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
109 pts.
Heroes
Army standard bearer
Mov
5
Ag
3+
St
3+
Mi
4+
Com
3+
At
3@3+
Def
5+
Sh
3+
Arm
0
OD
2
Val
2
SPECIAL RULES
Saving throw (3+)
Magic Resistance (Remove 1 successful die from each spell cast against this regiment)
Inspiring Presence (PSY. Units within 8" gain the "Tenatious" rule and may use this
model's Com when using the "Hold your position!" rule. )
Hatred of Light Elves (This unit hates all Light Elf units)
MOUNT (May equip at most one option)
For 15 pts/miniature can mount a Banir steed (
Mov Ag St Mi Com At
Def Sh Arm
10
3+ 6+ 5+ 5+
5+
5+ 6+ -1
Light cavalry (Bonus to Def for the rider. This unit may pursue/sweeping advance twice in
the same combat phase. +1OD for Movement orders and Change formation orders. Evade
enemy fire) Light barding (Arm -1) Base size 25x50)
For 20 pts/miniature can mount a Banir Warhorse (
Mov Ag St Mi Com At
Def Sh Arm
9
4+ 5+ 5+ 5+
4+
5+ 6+ 0
Heavy Cavalry (Bonus to rider's Def. This unit may pursue/sweeping advance twice in the
same combat phase. Each complete row counts as two. Break the enemy formation when
you make a furious charge and your momentum is greater than the momentum of the target
of the charge) Heavy Barding (Arm 0) Base size 25x50
)
Page 6 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
83 pts.
Mov
5
Ag
4+
St
4+
Mi
3+
Com
3+
At
4+
Def
6+
Sh
6+
Arm
-2
OD
3
Val
2
SPECIAL RULES
Saving throw (4+)
Hatred of Light Elves (This unit hates all Light Elf units)
SPELLS (Must equip at least one option)
For 20 pts/miniature can master the spell
Blind Vengeance (Select an enemy unit, in melee or not, up to 12" away and in Line of
Sight.
ONE miniature must pass a Mi check or attack its own unit. Resolve these attacks
immediately.
Each miniature that falls as a casualty as a result of these attacks will be avenged
simultaneously by one of its comrades in the unit. Remove an additional number of
miniatures equal to the number of casualties caused by these attacks)
For 15 pts/miniature can master the spell
Mortal desire (PSY. Choose a model in line of sight and within 24+TWO inches. It may be
a character in a unit. The victim must pass a Mi check each turn when activated (in which
case the spell loses its effect) or move at steady advance speed toward the caster. If it
reaches the caster during its movement, the victim dies.
If the victim engages in combat, or the caster dies, it immediatelly breaks free from the
effect)
For 15 pts/miniature can master the spell
Cone of Cold (Place the large teardrop template in contact with the sorcerer. Any miniature
touched by the template must pass a Def check with ONE penalty or suffer one wound)
For 25 pts/miniature can master the spell
Wrath of Nemesis (PSY. Select a unit in LoS up to 12" away. ONEd6 miniatures in the
unit must pass a Mi check or suffer one wound)
For 10 pts/miniature can master the spell
Fire of Nemesis (One unit in contact suffers ONEd6 hits of St4+ with the special rule
"Flaming attacks")
Page 7 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
87 pts.
Mov
5
Ag
3+
St
4+
Mi
4+
Com
4+
At
4@3+
Def
5+
Sh
3+
Arm
-2
OD
2
Val
2
WEAPONS
Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to
mounted miniatures)
Star of Nemesis (F! Range 8+1d6". St 4+. Up to two rows may shoot. Quick fire)
ORDERS
For 5 pts/miniature can train the order
[T]Infiltrate (Make a march move plus ONE inch. If the unit contacts an enemy unit on the
flank or rearguard, it infiltrates the unit. Apply the rule "Infiltrated Deployment")
For 5 pts/miniature can train the order
[C]Break Defenses (The enemy unit receives ONE penalty to Def)
For 5 pts/miniature can train the order
[T]Assassinate (The unit must have infiltrated a unit.
It may now make ONE attack targeting a miniature in the unit - including any character
therein. The victim may not make a Def check.
If the victim is not slain, the Stalker will be discovered. Immediately place it in combat with
the unit, and if it attacked a character, in contact with that character)
SPECIAL RULES
Assasins leader (This model may support orders to Blackshadows units)
Rangers (This unit has an exploration group, so they can explore before they deploy.
Check for exploration problems with a 2+.
If they flee from the battlefield, they do not leave the game. Place them off the edge of the
table at the point where they fled. They may re-enter the battle using any movement order
on the turn after they flee )
Saving throw (4+)
Sniper (Ignore penalties to shoot at individual miniatures. This model may shoot at
characters in units)
Hatred of Light Elves (This unit hates all Light Elf units)
Poisoned Weapons (The enemy suffers a penalty to their original Def)
Innate agility (Ignore difficult terrain when marching and when fleeing voluntarily (with
the result of a Retreat! order). If this is an individual miniature, it also ignores difficult
terrain during charge moves.
In case of a tie on Ag, attack first)
For 5 pts/miniature can have the special rule Infiltrated Deployment (This unit may be
deployed inside any enemy unit with 10 or more miniatures, and a base size euqal to or
greater than the base size of this unit by one point. The Stalker will rebel against the unit's
orders. Place the Stalker miniature in the back row of the unit.
Whenever the unit receives an order, the Stalker may counter the order. If zero successes are
obtained on the counter-order, the stalker is discovered. Immediately place it in melee with
the unit.
Whenever the unit suffers as many hits as it has rows, the Stalker must pass an Ag check. If
it fails, it takes one of the hits without the opportunity to check Def
To leave the enemy unit you must issue an order: with 1 success, the stalker abandons the
unit at marching speed from a flank, with 2 successes it leaves from the rearguard, and with
0 successes it is discovered. Immediately place the Stalker in melee with the unit
If this type of deployment is used, the unit may not explore)
Page 8 of 24
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Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
46 pts.
Regular troops
Mov
Ag
St
5
3+
4+
Base size 20x20 / 10 or more miniatures per regiment
Vestals of Nemesis
Mi
4+
Com
4+
At
2@4+
Def
6+
Sh
4+
Arm
-2
OD
1
Val
1
WEAPONS
Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to
mounted miniatures)
Star of Nemesis (F! Range 8+1d6". St 4+. Up to two rows may shoot. Quick fire)
COMMAND OPTIONS
For 7 pts. you can convert one miniature into a Musician (Roll one extra OD for change
formation orders)
For 10 pts. you can convert one miniature into a Standard bearer (Orders may be
received from 2" further away)
For 27 pts. you can convert one miniature into a Matriarch of Nemesis (Matriarchs of
Nemesis have four arms, in the likeness and image of Nemesis, the goddess of vengeance.
Gain 1 OD. Bonus to Com and make two more attacks than the regular troops)
FORMATIONS
Melee skirmishers (The unit is normally in skirmisher formation, but the unit can form a
square in melee)
ORDERS
[C]Hypnotic Beauty (NT. PSY. ONE miniature in combat may not act for the rest of the
combat round)
For 1 pt/miniature can train the order
[T]Fire while charging (NT. Execute a Charge! As normal, and make one shot per
miniature. Must be equipped with projectile weapons)
For 0 pts/miniature can train the order
[C]Wrap (Because of its high maneuverability and mobility, the unit is able to surround
their enemy in melee.
The target unit must be in the front face. ONE row may be placed on one of the enemy's
flanks.
The rows that wrap the enemy are counted as being in their initial location for determining
the unit's formation)
SPECIAL RULES
Bloodbath (Enemies in combat check morale with a penalty)
Hatred of Light Elves (This unit hates all Light Elf units)
Innate agility (Ignore difficult terrain when marching and when fleeing voluntarily (with
the result of a Retreat! order). If this is an individual miniature, it also ignores difficult
terrain during charge moves.
In case of a tie on Ag, attack first)
For 1 pt/miniature can have the special rule Poisoned Weapons (The enemy suffers a
penalty to their original Def)
Page 9 of 24
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Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
7 pts.
Banir spearmen
Mi
4+
Com
4+
At
4+
Def Sh
6+/5+ 4+
Arm
0
OD
1
Val
1
WEAPONS
Spear & shield (Bonus to Def. One extra row may attack if the unit is in square or
rectangle formation)
ARMOR
Obsidian light armour (Arm 0)
COMMAND OPTIONS
For 35 pts. you can convert one miniature into a Extra command group (An extra leader,
standard bearer, and musician)
For 12 pts. you can convert one miniature into a Standard bearer (Orders may be
received from 2" further away)
For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change
formation orders)
For 26 pts. you can convert one miniature into a Black Champion (Gain 1 OD)
FORMATIONS
Square ()
ORDERS
For 1 pt/miniature can train the order
[T]Weather the Charge! (Each enemy that charged the unit this turn suffers ONE penalty
to their Critical Hit)
For 1 pt/miniature can train the order
[C]Break the Enemy Formation (The enemy formation becomes a mob)
SPECIAL RULES
Hatred of Light Elves (This unit hates all Light Elf units)
Page 10 of 24
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Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
8 pts.
Slaves
Mi
5+
Com
5+/4+
At
5+
Def
6+
Sh
5+
Arm
-2
OD Val
1/2
1
WEAPONS
Hand weapon ()
COMMAND OPTIONS
Dark Elf Slaver (
Mov Ag St Mi Com At Def Sh Arm OD
5
3+ 4+ 4+ 4+ 3@4+ 5+ 4+ -1 2
The unit gains 1 OD. Bonus to Com. Light Armor (Arm -1). Saving Throw (5+) Base size
20x20)
FORMATIONS
Mob ()
SPECIAL RULES
Tormented mind (The unit always checks morale with its Com stat without applying any
modifier)
Unfriendly (May only receive their ODs from, and may only be joined by, the general of
the army or characters of their same type)
They have some of ours! (PSY. When being declared a target for an order to charge or
shoot, roll 1d6. With a result of 5 or 6, the unit contains slaves of the same race as the
enemy, giving the enemy doubts, causing them to lose two accepted OD for that order to
charge or shoot)
Bait (The unit is totally despised by your other troops.
Your troops may shoot through this unit or against any enemy engaged in combat with the
unit. When doing so, the target is in partial line of sight - even if it is completely obscured
by the bait unit. Each roll of a 1 you get when rolling to hit, will hit the bait unit instead.
The unit never gives battle morale points when it flees or is annihilated)
Page 11 of 24
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Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
4 pts.
Banir Crossbowmen
Mi
4+
Com
4+
At
4+
Def
6+
Sh
4+
Arm
0
OD
1
Val
1
WEAPONS
Hand weapon ()
Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor.
Quick fire)
ARMOR
Obsidian light armour (Arm 0)
COMMAND OPTIONS
For 12 pts. you can convert one miniature into a Standard bearer (Orders may be
received from 2" further away)
For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change
formation orders)
For 26 pts. you can convert one miniature into a Black Champion (Gain 1 OD)
FORMATIONS
Line ()
ORDERS
For 1 pt/miniature can train the order
[T]Aim! (Gain ONE bonus to Sh for the next shot. Not applicable if the shot is taken as a
reaction, or with a weapon that has the rule "Quick fire".
The bonuses obtained with this order cannot exceed two, but other bonuses from other rules
or orders are still applied)
SPECIAL RULES
Hatred of Light Elves (This unit hates all Light Elf units)
Page 12 of 24
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Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
11 pts.
Elite troops
Mov
Ag
St
5
3+
4+
Base size 20x20 / 10 or more miniatures per regiment
Blackshadows
Mi
4+
Com
4+
At
2@4+
Def
5+
Sh
3+
Arm
-1
OD
1
Val
1
WEAPONS
Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to
mounted miniatures)
Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor.
Quick fire)
ARMOR
Light armor (Arm -1)
COMMAND OPTIONS
For 28 pts. you can convert one miniature into a Master of shadows (Gain 1 OD. Bonus
to Com)
FORMATIONS
Skirmisher ()
ORDERS
For 1 pt/miniature can train the order
[T]Lure (ONE of the models in the unit may make an additional steady advance move to
separate from the unit.
If the enemy charges or shoots at the unit, they must do so against the lure - even if it is part
of a reaction order.
If the unit makes any kind of movement, the lure is automatically reunited with the unit)
For 1 pt/miniature can train the order
[T]Release Raven Spies (The enemy must reveal one future tactical order or order to shoot
for ONE of their units in LoS. The attacking player may choose which units are spied on, as
well as which order must be disclosed.
On his turn, the enemy must execute the exact same order as the one revealed)
SPECIAL RULES
Rangers (This unit has an exploration group, so they can explore before they deploy.
Check for exploration problems with a 2+.
If they flee from the battlefield, they do not leave the game. Place them off the edge of the
table at the point where they fled. They may re-enter the battle using any movement order
on the turn after they flee )
Poisoned Weapons (The enemy suffers a penalty to their original Def)
Nocturnal assassins (Highly trained, silent assassins, after nightfall no enemy neck is
spared from their blades.
If this unit has explored successfully, then after the deployment phase, you may choose an
enemy unit with equal or lesser Value, that is not a character or a war machine. The target
makes an At roll. If it succeeds, your unit suffers 1d6 casualties. If it fails, the target unit
suffers 1d6 casualties instead)
Innate agility (Ignore difficult terrain when marching and when fleeing voluntarily (with
the result of a Retreat! order). If this is an individual miniature, it also ignores difficult
terrain during charge moves.
In case of a tie on Ag, attack first)
Hatred of Light Elves (This unit hates all Light Elf units)
For 1 pt/miniature can have the special rule Hidden Deployment (The unit is deployed
after both player's armies have been deployed. You may deploy this unit anywhere outside
of the enemy deployment zone)
Page 13 of 24
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Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
14 pts.
Obsidian Guard
Com
3+
At
3+
Def Sh
5+/4+ 4+
Arm
1
OD
1
Val
1
WEAPONS
Halberd & shield (Bonus to Def)
ARMOR
Obsidian armor (Arm 1)
COMMAND OPTIONS
For 12 pts. you can convert one miniature into a Standard bearer (Orders may be
received from 2" further away)
For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change
formation orders)
For 35 pts. you can convert one miniature into a Extra command group (An extra leader,
standard bearer, and musician)
For 36 pts. you can convert one miniature into a Black Champion (Gain 1 OD)
FORMATIONS
Ram ()
ORDERS
For 1 pt/miniature can train the order
[T]Weather the Charge! (Each enemy that charged the unit this turn suffers ONE penalty
to their Critical Hit)
For 1 pt/miniature can train the order
[C]Close formation (The unit gains ONE point to their Arm, up to a maximum of two
points)
For 2 pts/miniature can train the order
[T]Wedge Formation Charge (Execute a charge! As normal. Then, gain ONE extra attack
and break the enemy's formation if you cause more casualties than the number of complete
rows in the enemy unit)
SPECIAL RULES
Imbued with Magic (When executing orders, you may use up to two magic dice for each
sorcerer in dispel range as if they were extra order dice. You must announce that these
magic dice are being used as order dice. If the sorcerer has not generated any magic dice
yet, he may do so now.
Magic dice used this way are removed as normal)
Hatred of Light Elves (This unit hates all Light Elf units)
Obsidian blades (Penetrates shields. Penetrates armor)
Page 14 of 24
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Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
13 pts.
Blackblades
Com
3+
At
2@3+
Def
5+
Sh
4+
Arm
1
OD
1
Val
1
WEAPONS
Two handed weapon (Double bonus to St. Penalty to Ag in combat)
ARMOR
Obsidian armor (Arm 1)
COMMAND OPTIONS
For 26 pts. you can convert one miniature into a Black Champion (Gain 1 OD)
For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change
formation orders)
For 12 pts. you can convert one miniature into a Standard bearer (Orders may be
received from 2" further away)
FORMATIONS
Square ()
ORDERS
For 1 pt/miniature can train the order
[C]Wrap (Because of its high maneuverability and mobility, the unit is able to surround
their enemy in melee.
The target unit must be in the front face. ONE row may be placed on one of the enemy's
flanks.
The rows that wrap the enemy are counted as being in their initial location for determining
the unit's formation)
For 2 pts/miniature can train the order
[T]Dizzying charge (Execute a Charge! as normal. Run ONE extra inch and apply a malus
to Com to any reaction originating from this order)
SPECIAL RULES
Hatred of Light Elves (This unit hates all Light Elf units)
Dizzying combat (The unit fights quickly and with coordination, with an elegance that
makes their fighting into a dance of ripostes and blood.
In melee, the enemy fights with a penalty to At against this unit)
Obsidian blades (Penetrates shields. Penetrates armor)
Page 15 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
16 pts.
Mi
4+
Black Knights
Com
3+
At
3+
Def Sh
6+/4+ 6+
Arm
0
OD
1
Val
1
WEAPONS
Lance and shield (Bonus to St when charging. When charging, attack with one extra row,
beyond that indicated by the formation type, and the enemy may not attack first even if
using using polearms (with the exception of pikes). Bonus to Def)
ARMOR (May equip one and only one option)
Obsidian light armour (Arm 0)
For 2 pts/miniature can be equiped with Obsidian armor (Arm 1)
COMMAND OPTIONS
For 15 pts. you can convert one miniature into a Standard bearer (Orders may be
received from 2" further away)
For 30 pts. you can convert one miniature into a Black Champion (Gain 1 OD)
For 5 pts. you can convert one miniature into a Musician (Roll one extra OD for change
formation orders)
FORMATIONS
Rectangle ()
ORDERS
For 3 pts/miniature can train the order
[T]Crushing Charge (Execute a Charge! as normal. Run ONE extra inch and gain a bonus
to critical hit)
SPECIAL RULES
Obsidian blades (Penetrates shields. Penetrates armor)
Imbued with Magic (When executing orders, you may use up to two magic dice for each
sorcerer in dispel range as if they were extra order dice. You must announce that these
magic dice are being used as order dice. If the sorcerer has not generated any magic dice
yet, he may do so now.
Magic dice used this way are removed as normal)
MOUNT
Banir Warhorse (
Mov Ag St Mi Com At
Def Sh Arm
9
4+ 5+ 5+ 5+
4+
5+ 6+ 0
Heavy Cavalry (Bonus to rider's Def. This unit may pursue/sweeping advance twice in the
same combat phase. Each complete row counts as two. Break the enemy formation when
you make a furious charge and your momentum is greater than the momentum of the target
of the charge) Heavy Barding (Arm 0) Base size 25x50
)
Page 16 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
20 pts.
Special troops
Mounted Vestals of
Nemesis
Mov
5
Ag
3+
St
4+
Mi
4+
Com
4+
At
4+
Def
Sh
6+/5+ 4+
Arm
-2
OD
1
Val
1
WEAPONS
Hand weapon ()
Star of Nemesis (F! Range 8+1d6". St 4+. Up to two rows may shoot. Quick fire)
COMMAND OPTIONS
For 10 pts. you can convert one miniature into a Standard bearer (Orders may be
received from 2" further away)
For 7 pts. you can convert one miniature into a Musician (Roll one extra OD for change
formation orders)
For 15 pts. you can convert one miniature into a Scout (The unit may explore before the
deployment phase)
For 27 pts. you can convert one miniature into a Matriarch of Nemesis (Matriarchs of
Nemesis have four arms, in the likeness and image of Nemesis, the goddess of vengeance.
Gain 1 OD. Bonus to Com and make two more attacks than the regular troops)
FORMATIONS
Skirmisher ()
ORDERS
[C]Hypnotic Beauty (NT. PSY. ONE miniature in combat may not act for the rest of the
combat round)
For 1 pt/miniature can train the order
[T]Fire while charging (NT. Execute a Charge! As normal, and make one shot per
miniature. Must be equipped with projectile weapons)
For 2 pts/miniature can train the order
[C]Spur the Mount (The rider loses an attack and his mount gains ONE attack)
SPECIAL RULES
Bloodbath (Enemies in combat check morale with a penalty)
Hatred of Light Elves (This unit hates all Light Elf units)
Poisoned Weapons (The enemy suffers a penalty to their original Def)
MOUNT
Nemesis Panther (The great beasts ridden by the Vestals of Nemesis are reptilian beings,
similar to black panthers with six legs.
Mov Ag St Mi Com At
Def Sh Arm
9
4+ 5+ 5+ 5+
4+
5+ 6+ 0
Light Cavalry (Bonus to rider's Def. This unit may pursue/sweeping advance twice in the
same combat phase. +1OD for orders to Move and Change formation. Evade enemy fire)
Base size 25x50
)
Page 17 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
15 pts.
Furies
Mi
4+
Com
4+
At
4+
Def
6+
Sh
4+
Arm
0
OD
2
Val
1
WEAPONS
Hand weapon ()
Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor.
Quick fire)
ARMOR
Obsidian light armour (Arm 0)
COMMAND OPTIONS
For 12 pts. you can convert one miniature into a Scout (The unit may explore before the
deployment phase)
For 16 pts. you can convert one miniature into a Black Fury (Gain 1 OD. Bonus to Com)
FORMATIONS
Skirmisher ()
ORDERS
For 1 pt/miniature can train the order
[T]Shoot on the fly (NT. Make a normal flight move (but not a charge) and shoot (with a
penalty to Sh) with each miniature at any point of the movement. Must equip missile
weapons)
[T]Fly (Move up to 20", ignoring difficult terrain and obstacles. Move the regiment to it
desired position before rolling the OD for the order. Then, issue the order: if there are no
successes, the regiment scatters 1d6")
For 1 pt/miniature can train the order
[T]Seductive song (PSY. An enemy unit up to 10'' away must pass a Mi check or suffer
ONE penalty to perform or counteract any order this turn)
SPECIAL RULES
Loner (No one may join this unit)
Flying scouter (The regiment scouts from the air, avoiding dangerous encounters.
harpies do not suffer casualties on a failed exploration check)
Flying (
When fleeing and pursuing, roll 3d6)
Page 18 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
9 pts.
Banir raiders
Mi
4+
Com
4+
At
2@4+
Def
6+
Sh
4+
Arm
-1
OD
1
Val
1
WEAPONS
Two hand weapons (Miniatures in the front row get an extra attack. Not applicable to
mounted miniatures)
Banir Crossbow (F! Range 16+1d6", St 4+. Up to two rows may shoot. Penetrates armor.
Quick fire)
ARMOR
Light armor (Arm -1)
COMMAND OPTIONS
For 26 pts. you can convert one miniature into a Black Raider (Gain 1 OD. Bonus to
Com)
For 15 pts. you can convert one miniature into a Scout (The unit may explore before the
deployment phase)
For 11 pts. you can convert one miniature into a Standard bearer (Orders may be
received from 2" further away)
For 6 pts. you can convert one miniature into a Musician (Roll one extra OD for change
formation orders)
FORMATIONS
Melee skirmishers (The unit is normally in skirmisher formation, but the unit can form a
square in melee)
Rectangle ()
ORDERS
For 1 pt/miniature can train the order
[C]Cast Nets (The enemy suffers ONE penalty to At)
[T]Lash (The unit uses their whips to lash out at the enemy.
An enemy unit up to 5+1d3" away takes ONE hit at St 3+ for every 5 models in the
attacking unit)
SPECIAL RULES
Enslaver (If the unit pursues and traps an enemy unit, instead of attacking them as
normal, they may enslave the unit: the enemy unit is converted into a unit of slaves with as
many miniatures as were in the enslaved unit.
Since the slaves came from the enemy unit, when applying the "They have some of ours!"
rule, the charging or firing unit always counts as having rolled a 5 or 6)
Hatred of Light Elves (This unit hates all Light Elf units)
Masters of Disguise (The unit may hide their identity by impersonating Banir Warriors or
Crossbowmen. Their true identity may be revealed at any point during the battle, including
during the enemy turn. The unit must reveal its identity in order to use any weapons or
special rules that aren't available to the troop type that it is disguised as)
Page 19 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
12 pts.
Warlocks
Mi
4+
Com
4+
At
4+
Def
6+
Sh
4+
Arm
-1
OD
1
Val
1
WEAPONS
Hand weapon ()
ARMOR
Light armor (Arm -1)
COMMAND OPTIONS
For 0 pts. you can convert one miniature into a Black Warlock (Gain 1 OD. Bonus to
Com)
FORMATIONS
Skirmisher ()
ORDERS
[T]Leech magic (One enemy sorcerer up to 20 '' away loses ONEd6 magic dice (if the
victim had not yet generated his magic dice must do so now). Magic dice stolen in this way
may be used by the regiment itself or may be given now to an ally sorcerer up to 8 '' away.
This order can not be countered)
SPECIAL RULES
Hatred of Light Elves (This unit hates all Light Elf units)
Burning bodies (An enemy shooting/attacking the unit suffer a penalty to Sh/At
respectively. The unit is immune to flaming attacks)
Imbued with Magic (When executing orders, you may use up to two magic dice for each
sorcerer in dispel range as if they were extra order dice. You must announce that these
magic dice are being used as order dice. If the sorcerer has not generated any magic dice
yet, he may do so now.
Magic dice used this way are removed as normal)
SPELLS
For 2 pts/miniature can master the spell
Fireball (An enemy regiment in LoS and up to 24'' away suffers ONEd6 hits of St4+ with
the special rule "Flaming attacks")
For 1 pt/miniature can master the spell
Fire of Nemesis (One unit in contact suffers ONEd6 hits of St4+ with the special rule
"Flaming attacks")
Page 20 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
16 pts.
Saurian Maulers
Mi
6+
Com
5+
At
2@5+
Def
5+
Sh
6+
Arm
-1
OD
1
Val
1
SPECIAL RULES
Stout (For the purposes of Critical Hit, consider this model to have a one point larger base
size)
Unfriendly (May only receive their ODs from, and may only be joined by, the general of
the army or characters of their same type)
Crazed assassin (Check Morale without modifiers. Add one accepted die to charge
orders.Must pursue and trample)
Uncontrollable (Orders issued to this unit may only be supported with one OD)
Page 21 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
10 pts.
Androsaurs
Com
5+
At
3@4+
Def
4+
Sh
6+
Arm
1
OD
1
Val
1
SPECIAL RULES
Causes fear (PSI. Penalty to enemy morale checks in combat.
To be charged by the enemy they must obtain at least two successes on the charge order)
Loner (No one may join this unit)
Crazed assassin (Check Morale without modifiers. Add one accepted die to charge
orders.Must pursue and trample)
Saving throw (5+)
Hard to kill (This unit can make evasion checks with its original Def, even without a
shield, any time it would be able to use "Shields up" if it had a shield)
Page 22 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
34 pts.
Mov
7
Ag
4+
St
Mi
3+/2+ 4+
Com
4+
At
7@4+
Def
4+
Sh
5+
Arm
1
OD
1
Val
1
WEAPONS
Four one-handed great weapon (Bonus to St. The model gains four attacks)
ORDERS
[T]Dizzying charge (Execute a Charge! as normal. Run ONE extra inch and apply a malus
to Com to any reaction originating from this order)
For 10 pts/miniature can train the order
[C]Take Position (NT. The unit gains ONE attack)
SPECIAL RULES
Living statue (May only be wounded by hits with a defined St, and is immune to all
psychological effects: morale, fear, hatred, and mind control spells.)
Causes fear (PSI. Penalty to enemy morale checks in combat.
To be charged by the enemy they must obtain at least two successes on the charge order)
Saving throw (4+)
Uncontrollable (Only can be supported with 1 OD)
Massive (When this miniature suffers a wound without saving, instead of removing it
from play, permanently reduce its Saving Throw by one point. When the Saving Throw has
been reduced beyond a 6+, the miniature is removed as a casualty
Whenever you are not able to normally make a Def check (for example against projectiles),
you may make a Def check using the miniature's original Def)
Imbued with Magic (When executing and supporting orders, you may use up to two
magic dice for each sorcerer in dispel range as if they were extra order dice. You must
announce that these magic dice are being used as order dice. If the sorcerer has not
generated any magic dice yet, he may do so now.
Magic dice used thsi way are removed as normal)
Page 23 of 24
All content, including all illustrations, images, places, elements and characters are and/or 2007-2015 Avatars of War, SLNE. Avatars of War, Warthrone, the
Avatars of War logo, the Warthrone logo, are trademarked and/or registered.
Copyright Avatars of War SLNE, 2007-2015. All rights reserved.
Artwork by Wayne England
97 pts.
War machines
Head reaper
Mov
5
Ag
5+
St
5+
Mi
4+
Com
4+
At
2@5+
WEAPONS
Hand weapon ()
ARMOR
Light armor (Arm -1)
FORMATIONS
Crew (2)
ORDERS
[S]Shoot Reaper (F! Range 30+2d6", St 3+. Penetrates armor. Penetrates shields. Make a
single shot with ONE bonus to Sh (maximum of a double bonus) and if it hits, it causes as
many hits as there are rows in the target unit. If this causes a casualty morale check, apply a
double penalty)
SPECIAL RULES
Saving throw (5+)
Dig In! (5+)
Def
5+
Sh
4+
Arm
-1
OD
3
Val
1
65 pts.